Basically, the pilot-db functions are a bit more than 2 times faster. However, having to translate all my integer data to strings kills all the performance and results in more than 2 times slower performance.

In addition, the ptoolbox stuff has the creation of the database as well. The data structure being written is one string and 18 integers per player. The Split and Join functions speed things up compared to just assigning to the string data[19]. hold is simply a string.

Note that the pocketc database in this case also gets slightly more data, I didn't bother with writing the config and game data arrays in the second case.

I timed this on the emulator, which doesn't give a "real" time, but I think is proportional and is reproducible. The pocketc version takes 1960 milliseconds, the ptoolbox version takes 4590 milliseconds.

However, if I didn't have to convert the data, (I just wrote it the first time, hoping , then the Ptoolbox version took only 860 milliseconds. Of course, all the data was wrong!

I guess I don't understand why, when pilot-db supports all these cool data types, they must be written as strings rather than their native type.

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I guess I don't understand why, when pilot-db supports all these cool data types, they must be written as strings rather than their native type.
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The reason for this is so that users can seamlessly switch between HanDBase and Pilot-DB formats (the HanDBase format requires all inputs to be strings).

The good news is that I can relax the string restriction for the Pilot-DB format, allowing it to accept integers and floats where appropriate. I'll plan on implementing this, if not for the next release, some sub-release thereafter. When the dust is settled I suspect the speed will be even faster than what you benchmarked.